The purpose of this study was to determine the effects of cooperative learning on students' mathematics achievement in secondary school students in Pekanbaru, Indonesia. In addition, this study also determined students' perception concerning cooperative learning. The samples of this study consisted of 61 Form Three students. In order to control the differences of dependent variables, a pre-test was given before treatment. After treatment, a post-test was administered to both groups. Two types of instruments were used to collect the data: the mathematics achievement test and open-ended questions on cooperative learning. The pre-test and the post-test data were analyzed using t-test. Content analysis was used for the open-ended questions on cooperative learning. The results showed that there was a significant difference of mean in students' mathematics achievement between the cooperative group and the traditional group. Content analysis data revealed that students in the cooperative group were able to increase their understanding and to develop their self-confidence.
Permainan merupakan bagian yang sangat dekat dan tidak terpisahkan dari kehidupan anak. Oleh karena itu, permainan dapat menjadi media dalam pembelajaran matematika. Salah satu permainan yang dapat membelajarkan fakta, keterampilan, konsep, dan prinsip matematika adalah congklak. Congklak merupakan salah satu permainan tradisional yang berkembang hampir di seluruh wilayah Indonesia. Penelitian ini bertujuan mengintegrasikan permainan congklak untuk mengenalkan konsep operasi hitung bilangan kepada siswa sekolah dasar dalam pembelajaran matematika. Operasi hitung bilangan merupakan konsep yang sangat penting karena sering digunakan dalam kehidupan sehari-hari dan menjadi dasar dalam pemahaman konsep matematika selanjutnya. Penelitian yang dilakukan merupakan penelitian kualitatif yang dimulai dengan mengamati permainan congklak yang dimainkan oleh siswa sekolah dasar. Hasil pengamatan dijadikan dasar untuk melakukan analisis pengembangan metode pembelajaran matematika dengan menggunakan permainan congklak untuk mengenalkan konsep operasi penjumlahan, pengurangan, perkalian, dan pembagian bilangan.
Riau Province has been committed to become the center of Malay language and culture in 2020. Various efforts need to be made to introduce the Cultural Heritage both inside and outside the province. This research supports government commitment by designing mathematics learning using local culture. This research, design mathematics learning at the Secondary School using the traditional game namely Rimau, Ligu and Guli. The findings will be used in mathematics learning to introduce culture while bringing mathematics closer to student life. This study is a research and development with the Four-D approach. Game exploration is done at Define Stage, Instructional Design is done at the design stage, Learning material is created at the development stage. The Instructional design is disseminated into teachers and students of Secondary Schools. Data collection is done through documentation studies and interviews. The Game exploration resulted in the use of these games for various mathematical concepts of algebra, Geometry, and statistics for mathematics learning in secondary school. Based on FGD with the users can be concluded this Mathematics Learning Design help teachers in delivering relevant topics and recommended to be used by secondary schools teachers.
This study aims to: 1) To find out how the effectiveness of the integration technique module in integral calculus learning, and 2) To find out whether there is an increase in the mathematical creative thinking ability by using the integration technique module in integral calculus learning. Module development is carried out using the ADDIE model which has five stages are Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were 16 students in the 3rd semester of the Mathematics Education Study Program, Faculty of Teacher Training and Education, Universitas Riau. The research data collection instruments were an expert validation questionnaire, a student response questionnaire, and a mathematical creative thinking ability test. The data obtained were analyzed using quantitative and qualitative descriptive analysis methods. Based on the results of the validity test, the integration technique module was declared valid and suitable for students to use in the integral calculus course. Judging from the results of the module practicality test, the average percentage of practicality values is 77.8125 and is in the practical category. Referring to the results of the module effectiveness test, the n-gain average of students' mathematical creative thinking abilities is 0.64 and is in the medium category. Because the integrated engineering module has met the criteria of validity, practicality, and effectiveness, it can be said that the developed integration technique module can improve students' mathematical creative thinking skills in the integral calculus course.
This study aimed to determine students' mistakes in solving mathematics problems on the rational and irrational inequality of one variable. This research is a qualitative descriptive study. The research subjects consisted of 36 students consisting of 17 boys and 19 girls. The research instrument used was a learning achievement test consisting of three items that referred to Basic Competence (KD) 3.2 Explain and determine the resolution of rational and irrational inequalities of one variable. From KD 3.2 developed into three Indicators of Competency Achievement (IPK). Each item measures a different IPK. Students' answers were analyzed descriptively qualitatively by looking at the types of mistakes students made on each item. The results showed that the mistakes made by students were concept errors, principle errors, and operating errors. The mistakes made by students are caused by students not being careful in solving problems and not understanding the rules of algebraic operations.
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